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Black Robe
Sep 12, 2017

Generic Magic User


achtungnight posted:

Use 2 medkits, drop Machine Pistol; take Rifle, Binoculars, Rope.

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Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

achtungnight posted:

Use 2 medkits, drop Machine Pistol; take Rifle, Binoculars, Rope.

This pls

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

Drop Machine Pistol; take Rifle, Binoculars, Rope.

Take med-kits but save them for later.

Highway Holocaust posted:

In the distance you see the sun resting on the peak of Signal Mountain, and you estimate that no more than an hour of daylight remains. Then a freeway mileage sign looms into view, its paint blistered and barely legible. You slow down and read:
    Big Spring 16 mls
The sign coaxes a cheer from those aboard the bus and renews your hopes of completing the first stage of your long journey west. A few miles further on you see another sign. This announces that you are approaching the town of Coahoma. With the memory of what happened at Westbrook still fresh in your mind, you decide to bring the convoy to a halt.

Your caution was well placed. As you focus your Binoculars on the town you count over twenty motorcycles parked at random along the highway. Their riders are looting the stores and houses nearby, and much of what they have found lies heaped beside their machines. Suddenly a pinpoint of light climbs into the sky and explodes with a brilliant white flash that illuminates the surrounding landscape.

‘What do you make of that?’ you say, as Cutter and Kate join you to find out what is wrong.

‘It’s a signal flare,’ replies Kate. ‘I think they’ve seen us.’

‘We won’t be a’ skirtin’ ’round this place,’ says Cutter, casting a critical eye over the surrounding landscape. ‘The land here’s too craggy. The bus and the tanker’d not get a hunnerd yards. Nope, our only chance is to hit ’em before they get muled up. If we go now we could cut straight through that lil’ ol’ town and be on our way to Big Spring before they know what’s happened!’

The plan is put to Uncle Jonas and he agrees that it is the colony’s best chance of reaching Big Spring before nightfall. Kate volunteers to ride shotgun with you at the head of the convoy. Uncle Jonas will follow in the tanker and Cutter will close up behind with the bus, enabling those with guns to man the back window and keep any pursuers at bay.

Within a few minutes the plan is relayed to the colony and the vehicles are drawn up in line, ready to run the Coahoma gauntlet.

You check your rear-view mirror and see both Cutter and Uncle Jonas giving you a thumbs up. ‘Hold on tight,’ you shout to Kate, your voice almost lost as you rev your engine. ‘Here we go!’

You move away, keeping an eye on your mirror to make sure that you do not outdistance the rest of the convoy. Then, as you approach the outskirts of the town, Kate raises her shotgun and gets ready to greet the Maverick clansmen who are brave, or foolish, enough to stand in your way. Gunfire erupts from the windows of the nearby buildings and bullets whistle past, fired from all directions. Kate opens up in reply, empty cartridge cases spewing from her gun as she picks off the renegade bikers with chilling accuracy. Then the first of the obstacles appears and you stamp your foot to the floor. The force of your car’s acceleration hits you like a kick in the back. The car screams through the town, scattering motorcycles and riders, its rear wheels trailing a blue haze of friction-burnt rubber.

The last few buildings are flashing past on either side when you see a solitary figure standing in the middle of the highway ahead. As you scream towards him, coolly he raises a rifle and takes aim at your windshield.



We roll: 9.

Suddenly your windshield shatters and you feel something burn deep into your chest. The broken glass spins before your eyes and a terrifying numbness spreads from your chest to your limbs. Kate screams in terror; then silence engulfs you as your roadster slams into the side of a derelict gas station and explodes in a brilliant ball of orange flame.
    Tragically, your journey and your life end here in Coahoma.
Death count: 7.

Tiggum
Oct 24, 2007

Your life and your quest end here.


There's no avoiding that one, and no modifiers on that roll. If you reach this point and roll a 9 you die. So let's reroll:

Highway Holocaust posted:

We roll: 8.

You see the muzzle flash of his rifle and hear the bullet as it whistles over your head. Then in the next instant you feel a tremendous jolt as your roadster hits the rifleman and sends his broken body spinning through the air. You brace yourself against the wheel, but Kate is thrown forwards against the dashboard and gashes her forehead. At first you fear that she is badly injured, but quickly she staunches the wound with dressings from her Medi-kit, and then reloads her empty shotgun.

At the first opportunity, you pull the roadster over to the side of the freeway and wait for the convoy to catch up. You must now take a Drink or lose 3 ENDURANCE points.

A few minutes later the tanker and the bus come thundering out of Coahoma. Apart from a few extra bullet holes, they both appear to have survived the run intact. You restart your engine and accelerate away, confident that the colony will reach Big Spring before sunset, but when you glance in your rear-view mirror you spot something that sets your pulse racing.

The glare of a dozen motorcycle headlights follows in the wake of the convoy. The Mavericks who survived your brief but devastating visit to Coahoma are now in pursuit, and they are closing the gap swiftly. Shots are fired from the back of the bus, bringing down two of the leading bikes, but they do not prevent the others from moving alongside. Anxiously you watch in your rear-view mirror as the pillion riders risk their lives to jump aboard. The few who survive the leap without falling under the wheels gain entry by kicking their way through the windows.



Suddenly the bus loses speed. You sense that something is seriously amiss and you fall back to find out what is wrong. You wave the tanker on then slow almost to a standstill in order to allow Cutter to catch up. As he draws nearer you see that a running battle is taking place on board. You accelerate, bringing your roadster alongside the boarding door; then you tell Kate to move over into the driving seat and take the wheel. As soon as she has control of the car, you coil yourself like a spring and leap towards the door of the bus.

We roll: 4 + 14 (Endurance) + 4 (Stealth) = 22.

You land heavily, slip, and lose your footing. Desperately you throw out your hands to stop yourself from falling, and you manage to grab the edge of the door itself. But your legs are now being dragged along the freeway at forty miles an hour: lose 3 ENDURANCE points.

We roll: 3 + 11 (Endurance) = 14.

You fight to maintain your grip, but the injuries sustained by your legs as you are dragged along the freeway sap the very last of your strength. Your grip fails and you fall beneath the rear wheels of the bus: death is instantaneous.
    Tragically, your journey and your life end here.
Death count: 8.


We missed both of those roles by one. A 5 would have seen us through the first and a 4 would have been enough for the second. We could also have used our Medi-Kit to increase our Endurance score, or dropped three Backpack items to increase our Stealth score. So, do we drop stuff, use our Medi-Kit, or cheat by rerolling the first or second check?


Endurance: 14/27
Medi-Kit: 3/12
Water Canteen: 3/4
Rifle: 2/19

Backpack: Fire Extinguisher; Compass; CB Radio; Cigarette Lighter; Binoculars; Rope

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
I voted for using the med-kit before and I’ll do it again gladly.

nelson
Apr 12, 2009
College Slice
Use the med kits

Sorry I got us killed guys.

nelson fucked around with this message at 20:40 on Aug 24, 2021

Black Robe
Sep 12, 2017

Generic Magic User


achtungnight posted:

I voted for using the med-kit before and I’ll do it again gladly.

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

Wait, didn't the roadster pop a tire a while back? Did the book ever mentioned that it got fixed?

Kate makes me think of the identically-named character from Lost. :hellyeah: badass ladies

Use all remaining Medi-kit charges.

Black Robe
Sep 12, 2017

Generic Magic User


Ofecks posted:

Wait, didn't the roadster pop a tire a while back? Did the book ever mentioned that it got fixed?

Yeah, it's the final paragraph of that update, they fix the tyre and get rid of the spikes.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

Drop Machine Pistol; take Rifle, Binoculars, Rope.
Take ONE med-kits but save them for later, use the others.

Guy Fawkes fucked around with this message at 20:02 on Aug 24, 2021

moosecow333
Mar 15, 2007

Super-Duper Supermen!
Let’s use our resources up first before we cheat. Lets heal up.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Guy Fawkes posted:

Take ONE med-kit, use the others.

Highway Holocaust posted:

Suddenly the bus loses speed. You sense that something is seriously amiss and you fall back to find out what is wrong. You wave the tanker on then slow almost to a standstill in order to allow Cutter to catch up. As he draws nearer you see that a running battle is taking place on board. You accelerate, bringing your roadster alongside the boarding door; then you tell Kate to move over into the driving seat and take the wheel. As soon as she has control of the car, you coil yourself like a spring and leap towards the door of the bus.

We roll: 7 + 20 (Endurance) + 4 (Stealth) = 31.

You land on the boarding platform and manage to grab the hand-rails to prevent yourself from falling backwards out of the door. Then you pull yourself up the short flight of steps towards the driver’s seat, where Cutter is locked in a vicious struggle with a blond-haired Maverick, who is trying desperately to wrestle the wheel from his hands.

As you approach, the Maverick releases Cutter, spins around and tries to grab you by the throat.

Cal Phoenix: CLOSE COMBAT SKILL 17 ENDURANCE 20
Emteevee: CLOSE COMBAT SKILL 17 ENDURANCE 25
Combat Ratio: 0

We roll: 3
Cal Phoenix: CLOSE COMBAT SKILL 17 ENDURANCE 18
Emteevee: CLOSE COMBAT SKILL 17 ENDURANCE 19

We roll: 3
Cal Phoenix: CLOSE COMBAT SKILL 17 ENDURANCE 16
Emteevee: CLOSE COMBAT SKILL 17 ENDURANCE 13

We roll: 3
Cal Phoenix: CLOSE COMBAT SKILL 17 ENDURANCE 14
Emteevee: CLOSE COMBAT SKILL 17 ENDURANCE 7

We roll: 6
Cal Phoenix: CLOSE COMBAT SKILL 17 ENDURANCE 11
Emteevee: CLOSE COMBAT SKILL 17 ENDURANCE 3

We roll: 10
Cal Phoenix: CLOSE COMBAT SKILL 17 ENDURANCE 11
Emteevee: CLOSE COMBAT SKILL 17 ENDURANCE 0

Highway Holocaust posted:

You step over the dead body of your enemy and rush along the centre aisle to help defeat the other three Mavericks who are aboard. Your arrival inspires the colony, and swiftly they help you to overcome these brutal bikers.

You are helping to carry their bodies towards the door of the bus when you notice an orange light flickering outside the rear window. You decide to take a closer look and, when you peer through the glass, you are horrified to see that one of the Mavericks is holding a Molotov cocktail—a bottle filled with an inflammable mixture of oil and gasolene—fused with a gasolene-soaked rag. The rag is burning and, as he brings his motorcycle alongside the bus, he gets ready to hurl the bottle through the window.

You reach for your Rifle as the Maverick clansman draws back his arm to hurl the Molotov cocktail.

You scream at your people to get away from the window as hurriedly you load, raise, and then aim your rifle at the rider’s chest.



We roll: 1 + 3 (Shooting) = 4.

You have aimed too high and, as the window disintegrates, your gunfire passes harmlessly over the head of the Maverick rider. (Remember to deduct the relevant number of rounds from your Ammo Pouch.) He hurls his fire-bomb, and screams of terror fill your ears as your people scramble across the seats in a desperate attempt to escape the blast. You hear a sharp crack as the bottle strikes the edge of a seat; then there is a brilliant flash of orange and yellow light as it smashes and bursts into flames.

We roll: 7.

Instinctively, you turn your back to the blast and cover your face and hands. The burning liquid splashes your leather jacket and sets it alight, but you are able to extinguish the flames before your back is badly burned: lose 2 ENDURANCE points.

All those whose clothes have been set alight by splashes of the burning gasolene-and-oil mixture are dragged away from the blaze and smothered with blankets. Miraculously, nobody is seriously burnt, but the bus itself is still ablaze and the flames and fumes are beginning to spread rapidly towards the front.

You slip the extinguisher out of your pack and point its hose at the base of the fire. The trigger releases a stream of foam that quickly smothers the oily flames and brings the fire to an abrupt end.

‘Yahoo! There she is!’ screams Cutter, pointing excitedly at a fortified settlement that has just appeared in the distance. ‘Big Spring! We’ve made it!’

All the hardships that have been suffered en route are instantly forgotten when the members of the colony look upon their destination. Suddenly the bus is filled with laughing, crying, cheering people as everyone reaffirms their hope that this journey is the first step towards the civilization they once knew.

A green flare climbs into the darkening sky and bursts over the town, signalling that the Big Spring colony has seen you approaching. Pop Ewell makes radio contact, and passes on their welcome. ‘They say the freeway gate is open. All we got t’ do is drive straight in.’

The Mavericks seemed to give up the chase as soon as they saw the flare, and now the freeway looks deserted. You join Cutter at the front of the bus and scan the landscape for some sign of your roadster, but the only other vehicle you can see is the tanker, trundling along a few hundred yards ahead.

A few minutes later you see your car in the distance, parked at the side of the freeway. As you draw nearer you get ready to wave to Kate. Your heart almost stops when, with horror, you see that two motorcycles are parked alongside, and Kate is embroiled in a desperate hand-to-hand struggle with their riders. ‘Stop the bus, Cutter!’ you shout. ‘It’s Kate; she’s in trouble.’

Cutter slows the bus and you leap out onto the freeway and run towards Kate. ‘Help me, Cal!’ she screams, as the Mavericks try to bundle her, kicking and punching, into a sidecar attached to one of their machines. A blow to the back of her head with the stock of a machine pistol brings an end to her resistance. Then, as you approach, the biker turns and fires a long burst from the hip.



You throw yourself forward and your swift reflexes save you from being cut in half by a swathe of bullets. As you rise to your feet once more, the shooting stops with a dull click, a sound that tells you that the gun is now empty.
Shall we use our Rifle or our Knife?


Endurance: 9/27
Medi-Kit: 1/12
Water Canteen: 3/4
Rifle: 1/19

Black Robe
Sep 12, 2017

Generic Magic User


Rifle, this looks like the last fight of the book so we might as well.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Their gun is empty, ours isn’t. Rifle.

nelson
Apr 12, 2009
College Slice

achtungnight posted:

Their gun is empty, ours isn’t. Rifle.

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

Tiggum posted:

Cal Phoenix: CLOSE COMBAT SKILL 17 ENDURANCE 20
Emteevee: CLOSE COMBAT SKILL 17 ENDURANCE 25
Combat Ratio: 0

Nice name! If only Dever knew how irrelevant the namesake would be in 2020.

Use the last of the Medi-kit and shoot-em-up.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

achtungnight posted:

Their gun is empty, ours isn’t. Rifle.

Ofecks posted:

Use the last of the Medi-kit and shoot-em-up.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ofecks posted:

Use the last of the Medi-kit and shoot-em-up.

Highway Holocaust posted:

You draw your Rifle, take aim, and kill the Maverick machine gunner with a shot to the head. As he falls, you turn your weapon on the remaining biker, but he is using Kate as a shield and you dare not fire for fear of hitting her. With anger and fear welling up inside you, you reluctantly lower your gun.

Seething with anger you watch as the remaining biker climbs astride his machine and kicks it into life. You rush forward in a brave but hopeless attempt to save Kate from being abducted: the Maverick clansman accelerates away before you can even get near. As you watch his fleeing form disappear into the night, you promise yourself that you will get Kate back, no matter what it takes. You run towards your roadster, determined to follow him and rescue Kate, but your plans are frustrated when the bus pulls up close by and Cutter shouts a warning. ‘There’s a whole mess o’ lights headin’ this way, Cal. I’m sure it’s the Lions. We’ve got to move now or they’ll catch us before we get inside Big Spring.’ Reluctantly you agree with Cutter. It would be madness to drive alone into the Detroit Lions.

The convoy enters the fortified gates of Big Spring and receives a rapturous welcome from the colonists of the settlement. The mood is celebratory, for your arrival marks the start of an alliance that is destined to grow stronger over the forthcoming months. You have completed the first stage of your difficult journey and, although your achievement is overshadowed by Kate’s abduction, your mission is a success.

For you, Cal Phoenix, champion and protector of Dallas Colony 1, the journey continues in Book 2 of the Freeway Warrior series, entitled:

Slaughter Mountain Run

Tiggum
Oct 24, 2007

Your life and your quest end here.


    Final Stats for Highway Holocaust

    Name: Cal Phoenix
    Close Combat Skill: 17 (15)
    Endurance: 12/27 (-6 from thirst)
    Medi-Kit: 0/12
    Water Canteen: 3/4

    Map of Central Texas
    Survival Skills
  • Driving: 5
  • Shooting: 3
  • Field craft: 3
  • Stealth: 4 (5)
  • Perception: 3
    Close Combat Weapons
  1. Hunting Knife (+2 CCS)
  2. Knife (+2 CCS)
    Missile Weapons & Ammo Pouch
  1. Rifle (0/19 7.62mm rounds)
    ↓ -1 Stealth ↓
  2. (2/40 9mm rounds)
    ↓ -2 Stealth ↓
    Backpack
  1. Fire Extinguisher
  2. Compass
  3. CB Radio
    ↓ -1 Stealth ↓
  4. Cigarette Lighter
  5. Binoculars
  6. Rope
    ↓ -2 Stealth ↓



  7. ↓ -3 Stealth ↓
    Deaths
  1. Murdered by a guy named "Trans-am".
  2. Eaten by rats.
  3. Shot by a sniper.
  4. Died of thirst.
  5. Went down in a hail of gunfire.
  6. Stabbed to death by a guy called "Electra-glide".

Tiggum fucked around with this message at 09:36 on Oct 21, 2021

Tiggum
Oct 24, 2007

Your life and your quest end here.


This book was ok. The setting isn't really for me, but that's fine. The main issue I have with it is actually nothing to do with the setting or plot, it's more the lack of player agency. Random numbers play far too great a role in the game. At various points it felt more like a pachinko machine than an interactive game; you make one decision and then just bounce around and see where you land.

The tension between carrying additional equipment and keeping your Stealth stat high is a neat concept, but I don't think it works very well because you'll either have played before and know what equipment is worth keeping and what isn't, or you'll be playing for the first time and not really have any way of knowing what the right choice is. I feel like it could definitely have been implemented better in that regard.

The last thing is purely an issue of lost potential, and that's the way the firearms are implemented dramatically reduces the potential scope of the book as (almost) every time they come up you turn to a section when you choose to use a gun then turn to a different section depending on which gun it is, and often get sent to different sections for passing or failing the roll depending, again, on the weapon used. All that adds up to a lot of redundant sections that could have been combined if the guns used some system of bonuses and penalties instead.

I also made a flow chart of this one which demonstrates some of these issues. It was also one of the trickier ones to make because there are a lot of duplicate paths and crossovers, which look like a lack of planning to me - although actually some of them only demonstrate that shortcomings of the chart-generating software which, to be fair, probably wasn't designed for anything even remotely as big as this.


As you know, I now have the extended version of book one and the collector's edition of book 27, and there are three more Freeway Warrior books to play as well. So, which do we want to play next?
  1. Flight from the Dark (collector's edition)
  2. Shadow Stalkers (Vampirium bonus adventure)
  3. Slaughter Mountain Run (Freeway Warrior #2)

Tiggum fucked around with this message at 14:02 on Aug 26, 2021

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
I vote for Shadow Stalkers.

Runcible Cat
May 28, 2007

Ignoring this post

achtungnight posted:

I vote for Shadow Stalkers.

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

Sure, yeah, Shadow Stalkers sounds cool.

moosecow333
Mar 15, 2007

Super-Duper Supermen!
shadow stalkers

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Shadow Stalkers.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Shadow Stalkers by Florent Haro. Illustrated by Koa.

Shadow Stalkers posted:

The Story So Far...

Sommerlund, MS 5103. 18 Years later.

You are Ernan, a Captain of the 1st Kirlundin Isles Marine Cassel. You have sailed the seas bordering the Lastlands for over thirty years, serving your country of Sommerlund and its allies. You have long been renowned for your skills and bravery, so it was not by chance that you have been summoned to Toran for an escort mission of the highest importance.

You are all too aware that for the last few months, your country has once more been faced with a terrible threat. Helghast, infernal creatures capable of taking a human form to infiltrate and sabotage a country from within, have returned to plague Sommerlund. Thankfully, the Brotherhood of the Crystal Star have found a way to detect them and their attacks have thus far been foiled. Nonetheless, Sommerlund's allies face a similar peril as the Helghast attempt to destabilise the region, particularly Sommerlund's long-standing ally of Durenor. They, too, are living with the aftermath of the Long Winter War, when they were unable to completely vanquish the Kaltese invaders. Faced with multiple threats, Durenor - although a strong nation - needs help. They especially need a magical means of detecting and defeating the Helghast.

These treacherous creatures orchestrated a disastrous naval battle between the two allies a few months ago in the Kirlundin Straits, in which it was your duty to participate, unaware of the nefarious scheme at play. Since that debacle, Sommerlund has been keen to rekindle and strengthen this old alliance again through tangible demonstrations of solidarity. King Haigh V has agreed to send several Toranese Magicians to his allies, with a guard of experienced and well-armed men and women. It is unlikely that the enemy will let them reach their destination easily. Therefore it was decided that three delegations would be sent to Durenor, travelling separately for safety. The first one left Toran last week, and you will be part of the second group, departing from Holmgard in a few days. This small group is composed only of Tildan, an experienced magician renowned within the Brotherhood, and yourself!

In order to reduce the risk of being recognised by agents of Darkness on departure and upon arrival, you will make for the capital by sea, following the coast in a fisherman's boat. You will then set sail for Port Bax, the first Durenese city accessible by sea, travelling on a Sommlending merchant vessel. You cannot help but recall a much older escort mission, some twenty years ago, that took you to Port Bax and beyond, all the way to Vassagonia. At the time, you were travelling aboard the caravel The Pride of Sommerlund, which suffered a brutal attack by a warship from the hostile city-state of Ghol-Tabras, killing most of your fellow marines. The enemy you are facing this time is much more sly and dangerous.

Once in Port Bax, you will ride for Durenor's capital of Hammerdal, where your talents will be put to good use. You will place yourselves in the service of King Danan I and obey his orders, whatever they may be, unless of course you suspect that they are coming from a disguised Helghast - or if they put Sommerlund at risk.

Kai speed to you both, Captain Ernan and Mage Tildan!

As usual, we'll roll our stats:
    Combat Skill: 22
    Endurance: 27
    Gold Crowns: 14
and pick some skills. We get to choose three Kirlundin Marine Skills:
  • Sure Footing: +2 CS when fighting on a ship.
  • Wave Cutter: Mastery of small boats and boarding tactics.
  • Bangrol Eye: Heightened perception and vigilance.
  • Mastery of Body: Improved precision, reflexes and composure.
  • Strength of a Sea Lion: Enhanced strength. +1 damage every three combat rounds.
  • Command: A natural talent for leadership.
We start with a Magical Sword that grants +1 CS and can choose up to four items from the following list:
  • Fighting Knife
  • Spear
  • Leather Cuirass (+3 EP)
  • Rope
  • Tinderbox
  • Blanket

As I read it, Strength of a Sea Lion only counts rounds in the current encounter, so the earliest it will activate is the third round of any given fight. The Magical Sword is a Special Item, so we can carry two additional weapons.

So list your choices for Kirlundin Marine Skills and Equipment in order of preference.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
This one sounds fun.

Bangrol Eye, Strength of a Sea Lion, Mastery of Body.

Rope, Leather Cuirass, Blanket, Spear.

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

A re-tread of Fire on the Water, eh? Well minus the 'Swerd as the carrot on the stick. Here's hoping we don't get shipwrecked to Ragadorn again.

Wave Cutter, Bangrol Eye, Master of Body

Fighting Knife, Leather Cuirass, Rope, Tinderbox

nelson
Apr 12, 2009
College Slice
Command, Bangrol Eye, Wave Cutter

Leather Cuirass, Rope, Tinderbox, Knife

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

achtungnight posted:

Bangrol Eye, Strength of a Sea Lion, Mastery of Body.

Ofecks posted:

Fighting Knife, Leather Cuirass, Rope, Tinderbox

Black Robe
Sep 12, 2017

Generic Magic User


Ofecks posted:

A re-tread of Fire on the Water, eh? Well minus the 'Swerd as the carrot on the stick. Here's hoping we don't get shipwrecked to Ragadorn again.

Wave Cutter, Bangrol Eye, Master of Body

Fighting Knife, Leather Cuirass, Rope, Tinderbox


Sounds good to me.

Runcible Cat
May 28, 2007

Ignoring this post

Ofecks posted:

A re-tread of Fire on the Water, eh? Well minus the 'Swerd as the carrot on the stick. Here's hoping we don't get shipwrecked to Ragadorn again.

Wave Cutter, Bangrol Eye, Master of Body

Fighting Knife, Leather Cuirass, Rope, Tinderbox


:same:

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE
Sure Footing, Mastery of Body, Strength of a Sea Lion.

Fighting Knife, Leather Cuirass, Rope, Tinderbox


We're drat near guaranteed to see sea combat, the reflexes might save an instant death, and I suspect enhance strength might avoid another instant death from a falling mast at some point.

I have no faith in our Magical Sword hanging around so I think we need a backup weapon, for the cuirass see above re: combat, and the other two are better than a blanket as generic options.

Also 5103? 18 years after the last book?

Tiggum
Oct 24, 2007

Your life and your quest end here.


ulmont posted:

Also 5103? 18 years after the last book?

18 years after Vampirium. Because this bonus adventure was supposed to come out with The Dusk of Eternal Night, but that book ended up being way too loving long so it got published with no bonus adventure and Shadow Stalkers got shunted off to the next book scheduled to be given a collector's edition, which happened to be Vampirium. But the story is still set in the same year it originally was, so they just added "18 Years later" to the start of the Story So Far. :rolleyes:

Toplowtech
Aug 31, 2004

Tiggum posted:

[*]Strength of a Sea Lion: Enhanced strength. +1 damage every three combat rounds.
Great i will imagine us asking additional questions and details every-time we attack.

Tiggum
Oct 24, 2007

Your life and your quest end here.


ulmont posted:

Sure Footing

Ofecks posted:

Master of Body

Runcible Cat posted:

Fighting Knife

Guy Fawkes posted:

Leather Cuirass

    Action Chart

    Name: Ernan
    Combat Skill: 23 (22)
    Endurance: -61/30 (27)
    Kirlundin Marine Skills
  1. Sure Footing
  2. Wave Cutter
  3. Master of Body
    Weapons
  1. Fighting Knife
  2. Mace
    Belt Pouch
  • 10 Gold Crowns
    Backpack
  1. Rope
  2. Tinderbox







    Special Items
  1. Magical Sword (+1 CS)
  2. Leather Cuirass (+3 EP)
  3. Royal Writ
  4. Neliak's Parchment
    Deaths
  1. Sending us on this mission was a mistake.
  2. Killed by a pirate.
  3. Killed by a Grûma.
  4. Killed by a different Grûma.

Tiggum fucked around with this message at 10:22 on Sep 10, 2021

Tiggum
Oct 24, 2007

Your life and your quest end here.


Shadow Stalkers posted:

Your voyage began on the quays of Holmgard where you boarded The Lively Galling, a merchant vessel that regularly ships cargo between the Lastlands nations. The journey was plagued by bad weather but was otherwise uneventful. While you are a seasoned seafarer, the same cannot be said of your companion. It would seem the Brotherhood of the Crystal Star has yet to invent a spell against seasickness, so Tildan is unlikely to hold fond memories of the trip.

There was no official escort waiting for you in Port Bax, as planned, to avoid drawing unwanted attention. You did not head for the Sommerlund consulate, but for an unassuming establishment in the merchant district, recommended to you before your departure - The Crab Inn. Your night in this quiet and well-maintained inn was peaceful, despite the celebrations of the merchants you travelled with. You left them to their festivities after dinner, and went directly up to your double room.

The next morning you find Tildan in an excellent mood, undoubtedly aided by the delicious local brioche served for breakfast. While paying for your short stay here, he compliments the cook. As you walk through the large port city to reach the town centre, you admire its beautiful architecture. A striking double gate, tall and white, leads you through fortifications carved from pink-tinted stone as you make your way towards the City Hall and its elegant copper dome. Here, you meet the Durenese authorities in a secluded office tucked at the end of a hallway. A Knight of the White Mountain, Captain Guintrond, gives you a warm welcome, and brings you up to date on the deteriorating situation. The Helghast are doing serious damage to the Kingdom, and many - too many - of his Knights have had to be sent north to fight off the remaining Kaltese invaders.

Captain Guintrond announces that he will accompany you to to Hammerdal to show you the way. And of course, all expenses will be borne by him on behalf of the King. Despite your combat experience and your faith in Tildan's powers, you are reassured to have some help. Soon enough you will be alone with the magician again, but until you know more about your mission and the perils you must face, a Knight of the White Mountain will be a welcome addition should you run into any trouble!

Thankfully, there is none on the way to Hammerdal. Nevertheless, it has not quite been a smooth ride since leaving Port Bax. The first night was spent in a quiet inn along the Great Western Highway, but at the next stop in Durenon Bridge, you overheard some distasteful comments about Sommerlund, and even about the Durenese authorities, from a neighbouring table. The official explanation about the naval battle between the two fleets has not convinced everyone.

Some apparently consider King Danan I to be weak and under the thumb of Sommerlund, which is perceived as wanting to dominate the Lastlands. Most extraordinary (and worrying) of all, is that people dare to hold such a conversation at all, even in hushed voices, in the presence of a Knight of the White Mountain. You decided to keep your head down even though your appearance does not betray your nationality, but Guintrond could not hide his anger upon overhearing such talk. He promptly hurled the rumour mongers out of the inn, stopping short of taking them to the nearest gaol only to avoid drawing further attention to your party.

You had another unpleasant surprise on the third day near Firalin Falls, when you took a break from riding before your arrival at the next inn. Guintrond suggested you stop at a memorial honouring fellow Durenese soldiers, who fell protecting Lone Wolf, future hero and saviour of Northern Magnamund, some fifty-three years ago. The tall memorial stone celebrating their sacrifice in MS 5050 is decorated with flowers and looks well-kept. But beside the stele, the plaque celebrating the last Kai Supreme Master's triumph over the Darklords in MS 5070, the very same who had sent their agents to Durenor to confront him, had been shattered and desecrated with human excrement. The Captain, red with anger and embarrassment, helped you clean and tidy the memorial. He assured you that the Durenese still feel nothing but amity for their cousins in Sommerlund, and that hostile voices remain rare; but he also acknowledged that lately those voices have been growing stronger

You pass the night that follows in an inn at the foot of the Laer Hills, nestled below the Hammerdal mountain range. Its formidable peaks have grown progressively taller during your journey, dominating ever more of the landscape as your voyage nears its end. The mood in the inn is sullen, despite the relatively friendly welcome. The final stop before you reach the capital is in the village of Vigil, on the other side of the Tarnalin Tunnel which passes through the mountain. In a bid to cheer you up, Guintrond explains that the vast tunnel was built by Sommlending engineers. The Tarnalin was the setting of another key altercation between Lone Wolf and the Helghast, when the future Supreme Kai Master evaded a grisly fate at the hands of several of those monsters. You find a bitter irony in the return of the creatures half a century later, as though Lone Wolf and his students' efforts to fight off the forces of Darkness have been in vain. Thankfully, there are no Helghast poised to ambush you in the tunnel, although you would have been better equipped to fight them off than the young Lone Wolf had been.

With Vigil now behind you, you continue along a wide, paved road. As your journey into the Durenese heartland gradually reaches its close, Hammerdal appears in the distance. Its beauty and grandeur becomes progressively more breathtaking as the passing miles draw you closer.

Hammerdal is not the first large city you have seen. Previous missions have taken you to Barrakeesh and Bisutan in Vassagonia, Seroa in Siyen, Zharloum on the shores of the Gulf of Tentarium, and of course your own capital city of Holmgard. Yet even you must admit that Hammerdal surpasses the latter in its grandness and radiance. The city rises from the centre of a vast fertile plain dotted with gentle hills and surrounded by the lofty, snowy mountain range that shares its name.

From the very heart of the city, atop a large hill, rises a great round tower, its dome shimmering in the sunshine. The building stands resplendent over the many other towers and spires rearing proudly below it. Hanging from the rooftops are a multitude of flags fluttering in the breeze, most of them displaying the blue and white colours of Durenor. Captain Guintrond himself looks moved. Noticing your and Tildan's astonishment, he welcomes you to the city while beaming with pride.

Seeing your surprise at the lack of fortifications protecting Hammerdal, Guintrond explains that the mountains are a better defence than anything humans could build. These summits are the highest in all of Magnamund and no army could cross them. Meanwhile, the three access points into the Vale of Hammerdal are closely guarded and equipped with multiple security mechanisms to stop any potential invaders.

You reach the outer districts of the city and note the modest but well-maintained buildings, a far cry from the huts and shacks you have seen in many city outskirts around Magnamund. You turn onto a tree-lined avenue, so wide that it evokes the manicured drive of a country estate more than the street of a large city. Yet your surroundings are teeming with urban life. A diverse crowd fills the streets, and you notice with some surprise many people dressed in foreign clothing despite the remoteness of Durenor and its capital.

Soon you reach a calmer district packed full of green spaces and tall, noble houses surrounded by gardens planted with colourful trees. As you had guessed, Guintrond is taking you to the large circular tower you saw from afar earlier. It appears to be the heart of a mighty royal palace built on the hill. You can now make out that its shimmering dome is entirely made of glass, and colourful windows go around all sides of the tower. 'The King's Tower...', explains Guintrond, '... the dome, windows and some of the gates are made from Caronese glass.'

The Knight then talks briefly with the guards stationed at the gate and you are allowed to enter the Palace through the base of the tower. After climbing up a slope, you arrive in a large courtyard where you let squires take your horses to the royal stables. The King is currently unavailable and as the luncheon hour is nearing, you are invited to go to the refectory while you wait. After the travel rations of the last few days, the delectable feast delights your tastebuds and is only slightly marred by Tildan's clumsy impatience. Your travel companion grimaces after biting down too fast. 'a bit ma' 'ongue!'. Feeling somewhat slighted by your spontaneous peal of laughter, he finishes his meal more cautiously, and soon enough you are ushered up a monumental staircase leading to the top of the King's Tower.

While you are waiting in a large antechamber, your guide fills you in about the King, the holders of the great offices of state, and the royal family. Danan I acceded to the throne a few years ago following the death of King Alin IV, whose long reign saw two wars against the Darklords. The recent conflict decimated the Durenese fleet and army, although the peninsula's remoteness has traditionally shielded it from battles on its own soil. However, two years ago, war finally caught up with Durenor when the Ice Barbarians invaded again and occupied almost all of the northern region. Danan comes from a minor noble family from Lof, a small northern city that was one of the first hit by the invasion. He was married to King Alin's daughter, an only child, and therefore inherited the Crown as tradition dictates. However, not everyone was keen on the ascension to the throne of an obscure noble with only tenuous links to a royal family that had ruled for centuries.

Half an hour later, you are ushered into the Royal Chamber. After crossing an enormous and ornately decorated threshold, you enter a vast room at the very top of the tower. Here, King Danan and a few other people are waiting for you around a solid oak table.

'Ah, here are our Sommlending friends, and our esteemed Captain Guintrond! Welcome, please do come in and be at your ease', the King says in a deep, gravelly voice betraying his northern blood and matching his impressive stature.

You humbly introduce yourselves to the noble assembly, comprising the King's Council, many of them high ranking military. You find Tildan a tad obsequious for your taste.

The King is clearly relieved that you have both arrived in the capital safely, as the first Sommlending delegation did not reach Hammerdal at all despite previous reports of their safe arrival in Durenon Bridge. The soldier escorting them has vanished along with the magicians. Worrying news indeed....

Consequently, the guard for the final Sommlending delegation is to be doubled. You dart Guintrond an inquisitive look, wondering if he is considered formidable enough by the King to be the only escort you needed, or whether your delegation has not received additional protection thus far because it was not deemed necessary. If so, you have been very lucky!

The Kings Council unanimously believes the Helghast to be responsible for the disappearances, as their presence in the country is irrefutable. Several dignitaries have been found dead in suspicious circumstances in the last few months, and there have been a few eyewitnesses to their revolting transformations who have been fortunate enough to live to tell the tale. These monsters possess dangerous psychic powers and are immune to normal weapons.

Only the capital is protected from their attacks because of a magical ward keeping the creatures at bay, but this protection means little if the rest of the country is in the clutches of these fell agents of Darkness. The arrival of the Toranese magicians was therefore highly anticipated, although you cannot help but wonder why the King would make you wait for a few hours before granting you an audience!

The King lays out his mission for you. Tildan will train the Court's magicians in techniques to detect and fight the new Helghast. These magicians will pass on their knowledge to others in the rest of the country. Tildan and yourself will then be dispatched to the south-east of Durenor, a particularly troubled region where creatures of Vashna are suspected to be posing as local barons and lords.

You formally accept the mission and pledge yourself to the service of Danan I, vowing to do everything in your power to follow his orders, no matter the risk to your lives, as you would do for your own King. One of the Councillors, an older Knight of the White Mountain called Bradel, gives you two official Royal Writs which will prove you are on a mission from the King, He recommends using them sparingly to avoid drawing undue attention during your investigations. He points out ruefully, however, that your Sommlending accents will be hard to mask. Record your own Royal Writ as a Special Item on your Adventure Sheet. You carry it folded in an inside pocket of your tunic.

For now, the King invokes Ishir's blessings upon your endeavours and invites you to retire to your quarters, where your luggage has been safely delivered. Tildan will be able to commence his teaching duties later this afternoon.

You have the honour of lodging in the King's Tower, in adjoining single rooms two floors below. The stained-glass windows in your room cast a vivid, multicoloured glow over Tildan, who explains that he will not be needing your services within the magically protected city, much less the well-defended Royal Palace. Likewise you are not a target without him. Rather than waste time resting inside, you decide to venture out to explore Hammerdal.

A few minutes later you are walking along the large and neatly paved avenues of the city centre, admiring the aristocrats' beautiful houses and the shaded parks with plazas adorned with fountains. Then you reach the vibrant merchant district, teeming with hustle and bustle amidst the equally tidy streets. There are countless shops selling merchandise to suit all tastes and interests, including goods from distant foreign lands. You pass by some fellow Sommlendings, some Vassa, and some people you recognise as coming from somewhere around the Tentarias Straits. People from both Northern and Southern Magnamund mingle freely in the streets in an astonishing maelstrom of eye-catching attire and swaying piles of goods being bought and sold in a babble of languages and dialects.
Shall we go shopping, visit the library, or pay 2 Gold Crowns to see a museum?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
See if the library has a copy of Fire on the Water.

Black Robe
Sep 12, 2017

Generic Magic User


Shop for some souvenirs.

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Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

After a 30-year naval career, one could say that we're nearly old enough that we belong in a museum.

I'm a bit surprised that there's zero gameplay between Holmgard and Hammerdal.

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